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Fires are generally not a reliable way to make damage. That's why I don't use DE anymore, I'd rather spend 3 captain skill points on something else. Usually, anything else.

I don't know about that, where CL's are involved. Fires can be fairly reliable if you have good fire damage production management skills. That is, watching for ships that have just used their DC party. Getting a BB on fire but only starting one fire, unless you know that he won't have a DC party for a while, in which case you try for as many fires as possible. But if you think that he might put out a 2nd fire, then just switch to another BB and put a fire on him, and so on.

It's harder to do this with DDs because their fire starting chance is so much lower. But as long as RNG isn't trolling you, cruisers can produce fire damage fairly reliably, IF you are careful to manage things to keep a fire burning rather than give an enemy BB a reason to just use their DC party. OTOH, sometimes, you might want to force them to use a DC party, if you see torps inbound on that enemy ship and think that they're not yet detected by the enemy. You might be able to get the enemy ship to use his DC party before he sees the torps, and allow the torps to get a perma-flood going.

I don't know about that, where CL's are involved. Fires can be fairly reliable if you have good fire damage production management skills. That is, watching for ships that have just used their DC party. Getting a BB on fire but only starting one fire, unless you know that he won't have a DC party for a while, in which case you try for as many fires as possible. But if you think that he might put out a 2nd fire, then just switch to another BB and put a fire on him, and so on.

It's harder to do this with DDs because their fire starting chance is so much lower. But as long as RNG isn't trolling you, cruisers can produce fire damage fairly reliably, IF you are careful to manage things to keep a fire burning rather than give an enemy BB a reason to just use their DC party. OTOH, sometimes, you might want to force them to use a DC party, if you see torps inbound on that enemy ship and think that they're not yet detected by the enemy. You might be able to get the enemy ship to use his DC party before he sees the torps, and allow the torps to get a perma-flood going.

You're more likely to get more fires by more shells, than you are pumping the chance of fire per each shell slightly.

Heaven knows, there were enough ships in the class that a duplicate shouldn't be hard to do. I am tempted to nominate USS Little Rock, not distinguished in combat but noteworthy as the only remaining member of the class still in existence (as a guided-missile cruiser conversion).

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You're more likely to get more fires by more shells, than you are pumping the chance of fire per each shell slightly.

It depends on the non-DE fire starting chance as to the value of DE. If the fire chance of a hit is 4%, then adding DE (+2%) increases the fire start chance by 50%. But if you add DE to a gun whose fire start chance is already 20%, then the increase is only 10%. The greater the base fire start chance, the less valuable DE is. So as a general rule, DE is most valuable to DDs and least valuable for BBs.

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I would like this as well. Not sure why but WG does this but on the US cruiser line, the difference between tier 6 and 7 is massive. In tier 6, we only have the Pensacola and Dallas. While on tier 7, we have the Atlanta (awesome ship), New Orlenans, Helana (another one of my favorite), Indianapolis AND Boise (great ship too). so 2 ships in tier 6 and a whopping 5 ships in tier 7.

P.S.: I forgot the Flint too on Tier 7. That is a massive difference between the tiers.